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New Release Round-Up (March 12, 2026)
New Release Round-Up (March 12, 2026) Welcome to RPGamer's new release round-up. In this column, we look to provide our readers with details on the major RPGs released since our last update. Please note we do not currently include Early Access releases where the game is still in development. Pricing is shown in US dollars before application of any discounts, local pricing may vary. Bravely Default: Flying Fairy HD Remaster Platform: PC, Xbox Series X|S (previously released on Nintendo Switch 2) Publisher: Square Enix Developer: Square Enix Available: Steam , Xbox Store Price: $39.99 (20% launch discount) A remaster of Nintendo 3DS title Bravely Default , Bravely Default: Flying Fairy HD Remaster is set in the world of Luxendarc, where balance is kept by four elemental crystals. After a Great Chasm causes darkness to appear, four warriors end up teaming together on a journey to restore light to the crystals. It features a turn-based system where players can make use of Brave and Default options to use or store up multiple actions. DecaDungeons Platform: Nintendo Switch (previously released on PC) Publisher: Elushis Developer: Wathitdew Record Available: Nintendo eShop Price: $9.99 DecaDungeons is a first-person, turn-based dungeon crawler. The game is set in a cursed kingdom where every ten years, a chosen person must descend into forbidden dungeons with a magical six-sided die in the hope of ending the curse. Granblue Fantasy Platform: PC (previously released on browser, iOS, Android) Publisher: Cygames Developer: Cygames Available: Steam Price: Free-to-play with in-game transactions The Steam release of free-to-play RPG Granblue Fantasy is separate to the previous existing versions of the game, meaning that those with existing accounts will not be able to link them to the Steam version. Players control a male or female protagonist in a world of floating islands, recruiting other characters to fight with them in turn-based battles. It has received anime and manga adaptations, as well as fighting game Granblue Fantasy Versus  and action RPG Granblue Fantasy: Relink . GreedFall: The Dying World Platform: PC, PlayStation 5, Xbox Series X|S Publisher: NACON Developer: Spiders Available: Steam , PlayStation Store , Xbox Store Price: $49.99 on PC, $59.99 on consoles Fantasy RPG GreedFall: The Dying World is set three years before the events of GreedFall . Players take on the role of a native Doneigad on the island of Teer Fradee, who is expected to act as a protector for the people and lands, which have been encroached on by colonisation efforts from foreign powers. However, they are forcibly taken to the continent of Gacane, which is currently plagued by a mysterious epidemic named the Malichor. Monster Hunter Stories 3: Twisted Reflection Platform: PC, PlayStation 5, Xbox Series X|S, Nintendo Switch 2 Publisher: Capcom Developer: Capcom Available: Steam , PlayStation Store, Xbox Store, Nintendo eShop Price: $24.99 (10% launch discount) Monster Hunter Stories 3: Twisted Reflection is part of the Monster Hunter turn-based spin-off series where players control Monster Riders, those who partner up with and raise monsters. The game is set in a land with two major nations, Azuria and Vermeil, which are facing a crystal encroachment that is destroying the environment. Meanwhile, twin Skyscale Rathalos hatch, which is a supposed portent of destruction last seen in a civil war 200 years ago. Those looking to read more about Monster Hunter Stories 3: Twisted Reflection can check out Michael Apps's review of its Nintendo Switch 2 version. Thysiastery Platform: PC Publisher: DIRGA Developer: DIRGA Available: Steam Price: $12.99 (30% launch discount) Turn-based dungeon-crawling RPG Thysiastery sees players control a group of bearers of the “Brand”, who have been drawn into a vast labyrinth. Players can ally with characters they meet while trying to find their way out through buried forests, underwater cities, and more. The game features permadeath, procedurally-generated areas, and randomly-generated characters, with players able to apply various difficulty modifiers. Sales Links Xbox Store PlayStation Store (North America) PlayStation Store (Europe) Nintendo eShop (North America) Nintendo eShop (Europe) Steam GOG.com Epic Games Store The Humble Store The post New Release Round-Up (March 12, 2026) appeared first on RPGamer .
Mar 12
Harvest Moon: Echoes of Teradea Is Natsume’s New Game
Harvest Moon: Echoes of Teradea Is Natsume’s New Game Natsume announced another entry in its original line of farming sims under the Harvest Moon name, and the game is called Harvest Moon: Echoes of Teradea . There’s no release window yet. However, the company did confirm it will be on all current platforms, so we’ll see it on the Switch, Switch 2, PS5, Xbox Series X, and PC when it does debut. This follows Harvest Moon: Home Sweet Home Special Edition , which debuted on consoles in August 2025. Harvest Moon: Echoes of Teradea will be one of those entries that spans multiple villages. Players start out in Bloomfield, and end up meeting the guardian wolf that lives outside of there. After they do, they end up visiting other places, like Maplehill, Quarrytop, and Tidewind, to meet their guardian spirits and address environmental issues keeping those towns down. In so doing, the Forest of Echoes’ fog and influence will fade, the Harvest Goddess will flourish, and you’ll also get to raise crops, animals, and relationship values with bachelors and bachelorettes.  Here are the first screenshots for the new Harvest Moon game.  Images via Natsume Harvest Moon: Echoes of Teradea is in development for the Switch, Switch 2, PS5, Xbox Series X, and PC, and there’s no release window yet.  The post Harvest Moon: Echoes of Teradea Is Natsume’s New Game appeared first on Siliconera .
Mar 11
Harvest Moon: Echoes of Teradea Announced
Harvest Moon: Echoes of Teradea Announced Natsume has announced a new title in the Harvest Moon farming sim series. Harvest Moon: Echoes of Teradea is in development for PC, PlayStation 5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2, though a release has not yet been announced. Harvest Moon: Echoes of Teradea is set in the land of Teradea, which is covered by the mist of the Forest of Echoes. Players control a character raised in Bloomfield Village, who sets out with their best friend on a mission to tame the wolves that appear at night. Their mission soon leads to them help the land's Guardian Spirits to revitalise Teradea. Players will visit various locations including the port village of Tidewind, mining village of Quarrytop, and the once-thriving town Maplehill. Between their travels, players will be able to tend to their farm and raise animals, harvest crops, and build their own life. The game will ten available love interests, as well as an animal companion system and various exploration abilities. Players will also need to evade wild animals in the wilderness to avoid losing items they have collected.   [foogallery id="186704"] The post Harvest Moon: Echoes of Teradea Announced appeared first on RPGamer .
Mar 11
Krile Appears in the Next Dissidia Duellum Final Fantasy Trailer
Krile Appears in the Next Dissidia Duellum Final Fantasy Trailer The run of Square Enix character trailers for Dissidia Duellum Final Fantasy cast members continues with the FFV representative Krile Mayer Baldesion. (No relation to to Krile Maya Baldesion from FFXIV , though the MMORPG heroine is based on her.) As usual, it’s a chance to see how her original design influenced her appearance here and the way she works as a support unit on a team. To start, Krile is voiced by Yukari Tamura in Dissidia Duellum Final Fantasy . Since there’s never been a voiced FFV , she isn’t carrying on a role from that. However, that actress did portray her in Dissidia Final Fantasy Opera Omnia. (The FFXIV character is played by Yoshino Nanjo.)  Krile has a more casual outfit in this game, though she still wields a staff. In a nod to some other appearances and her connection to animals, she has cat ear hair accessories. Her title also references her grandfather Galuf. During the gameplay portion of the trailer, we see her use Hopeful Cheer, Legend of the Deep Forest, Nightingale, and Sealed Sacred Light.  https://www.youtube.com/watch?v=NvlGrsq3qyw The Krile Dissidia Duellum Final Fantasy charactertrailer is the eighth one to appear so far. In case you missed some of the past ones, here are links to all the other showcases. Terra from FFVI . Cloud from FFVII . Rinoa from FFVIII . Zidane from  FFIX . Lightning from  FFXIII . Gaia from  FFXIV . Prompto from  FFXV. Next up should be the Kain trailer. Dissidia Duellum Final Fantasy  pre-registration is open ahead of the March 2026 debut on Android and Apple iOS mobile devices.  The post Krile Appears in the Next Dissidia Duellum Final Fantasy Trailer appeared first on Siliconera .
Mar 10
Blossom: The Seed Of Life Free Download (v1.0.8)
Blossom: The Seed Of Life Free Download (v1.0.8)Blossom: The Seed Of Life Direct Download Terraform a dead planet back to life in this open world survival crafting game. Explore ruins, gather resources, print machines, drive modular vehicles, grow forests, biomes, and ecosystems. Create life and make it thrive with your own hands. Hi, I’m Thorin — the solo developer behind Blossom, also known […] The post Blossom: The Seed Of Life Free Download (v1.0.8) first appeared on WorldofPCGames .
Mar 10
Review: Fatal Frame II Remake Is Pure Beauty in Terror
Review: Fatal Frame II Remake Is Pure Beauty in Terror Despite being a big fan of survival horror, Fatal Frame remained a blind spot for me. It wasn’t until I played the new Fatal Frame II: Crimson Butterfly Remake that I got to appreciate what made the series and this entry so special and influential. Despite my initial apprehension for such rereleases, this feels like a more complete version of what Fatal Frame series creator Makoto Shibata intended back in the PS2 era. It stays very true to form, even if feels a bit bloated compared to its lean, original version. Mio and Mayu Amakura are identical twin sisters. One day, while visiting the forest where they used to play as children, the siblings are spirited away to the long-lost village of Minakami, where identical twins are at the center of the village’s dark, complicated, and cursed legacy. Playing as Mio and armed with the Camera Obscura shortly after reaching the village, we as the player are tasked with defending our sister Mayu, and finding a way out of Minakami. Coming into the game, I already knew about the plot and its secrets. Even so, I was still deeply impressed with the interpersonal stories of Minakami village and that of the Crimson Sacrifice ritual. Screenshots by Siliconera Fatal Frame II: Crimson Butterfly Remake is a visually stunning rendition of the original 2003. The original fixed camera angles are gone, which is always a bit sad as a fan of that style. However, the translation to third person over-the-shoulder feels seamless, even though it’s a very different adoption from that of the Wii remake. The character models are very expressive and the environments follow suit. The first area where I took control as Mio is lush with vegetation and detail, obscured in a thick darkness with only the sharp moonlight cutting through it. However, compared to the original, the remake makes some important changes to its visual identity. While doing some research for this review, I noticed that the environments in the PS2 version were a lot more decrepit and dingier. They looked emptier and more threatening. Surely, a result of hardware constraints. The higher fidelity of the remake makes the world look a lot prettier and almost inviting. I didn’t mind this change, but I can imagine it being divisive among purists. The trade-off here is the improved lighting. As I advanced throughout the game, the aforementioned moonlight dimmed through clouds and fog and darkness became oppressive. By the end of the game, I was very impressed with the directorial choices regarding the use of color moonlight. Returning fans will also enjoy it. Won’t say more. Screenshot by Siliconera The visuals go hand in hand with the sound design. Walking around Minakami, I was always under the impression that an extra pair of feet was walking behind me. It’s truly unnerving. The sounds of the crickets in the night, the tense ambiance and combat music, and the moans of the wraiths add various layers to the sound, each one a different type of uncomfortable. I played with the Japanese dub, which was gorgeously acted. Likewise, the original ending song “Chou” by Tsukiko Amano is an incredible track and I’m glad they kept it. While I’ve talked about visual changes, the gameplay side switches things around as well. Combat in Fatal Frame II: Crimson Butterfly Remake is slow and methodical, but attempts were made at making it more proactive. The Standard, Paraceptual, Exposure, and Radiant filters substitute the lenses of the original, while remixing the properties of its special shots — now done by spending Willpower, a sort of stamina meter. Each one serves one function inside combat and for exploration. The Paraceptual filter is good for long-range shots, to deal bonus damage to unaware wraiths. The Exposure filter has a fast reload rate, and I changed to it every time to avoid being caught defenseless. But my bread and butter was the Radiant filter and its massive damage — its trade-off being its short range. A caveat is that the colors of the Paraceptual and Exposure filters look ugly, and I would have liked them to be a bit more vibrant and interesting, like the Radiant filter. You can also equip charms, but these truly shine on New Game+ when attempting new endings, as you can equip more than one, and the item shop truly opens up. Screenshots by Siliconera I really enjoyed the addition of side stories that flesh out the inhabitants of Minakami village and make it feel more lived in. However, I’m not sure if due to these or other changes to the game, but what was originally a relatively short game took me about 17-18 hours to complete. In that sense, it reminds me of Silent Hill 2 Remake and how that game padded its time a bit compared to its original. On that end, your mileage might vary. On the other hand, the cutscenes and everything regarding the story in Fatal Frame II: Crimson Butterfly Remake is a 1:1 recreation of the original, something that I find an improvement over almost every other recent survival horror remake. I’m usually a sceptic about remaking influential video games. However, I think Fatal Frame II: Crimson Butterfly Remake walks a fine line between revamping an old title, with its improved systems and added side stories, and keeping everything that made the original PS2 game a special and deeply influential experience at the time. It remains a very special game, and there’s more to chew on for fans. Fatal Frame II: Crimson Butterfly Remake comes to the Switch 2, PS5, Xbox Series X, and PC via Steam on March 12, 2026. A demo is available. The post Review: Fatal Frame II Remake Is Pure Beauty in Terror appeared first on Siliconera .
Mar 10
Paw Tales: Eternal Bond gift codes and how to use them (March 2026)
Paw Tales: Eternal Bond gift codes and how to use them (March 2026)Paw Tales: Eternal Bond is an anime fantasy action RPG from EYOUGAME(US). The game features traversing forests, mountains, deserts, and snowy fields while discovering a realm with unique creatures. In this Paw Tales: Eternal Bond gift code article, I’ll list all the codes available in the game that I found after doing a lot of … The post Paw Tales: Eternal Bond gift codes and how to use them (March 2026) appeared first on GamingonPhone .
Mar 10
Ys Memoire: Revelations in Celceta Heads to Switch Next Month
Ys Memoire: Revelations in Celceta Heads to Switch Next Month We’re seeing a take on Ys IV on another platform yet again. XSEED confirmed there will be a Switch version of Ys Memoire: Revelations in Celceta following appearances of the remake on other platforms. It will launch on April 28, 2026. Digital copies will cost $29.99, while a Day One physical edition will be $59.99.  The Ys games numbers don’t correspond to their place in the timeline, so Memoire: Revelations in Celceta chronologically happens before The Oath in Felghana. Adol is suffering from amnesia as it begins, and as he maps Celceta’s forest he begins to remember who he is and engage in activities that protect and save folks around him. While the digital copy only gets someone the game, physical ones include other bonuses. Someone gets a physical Switch cart of the title, an acrylic stand that can be used as a keychain, five art cards, a two-CD soundtrack, and a cloth map of Celceta. t's only being sold directly through XSEED and Marvelous . Here's how that looks: Image via XSEED and Falcom This comes just over a year after Falcom and XSEED brought another Ys entry back. Ys Memoire: The Oath in Felghana showed up on the Switch, PS4, and PS5 in January 2025. As a reminder, that’s a remake of the third game.   Ys Memoire: Revelations in Celceta will come to the Switch on April 28, 2026. It is already on the PS4, Vita, and PC.  The post Ys Memoire: Revelations in Celceta Heads to Switch Next Month appeared first on Siliconera .
Mar 9
Crimson Capes – Review
Crimson Capes – ReviewWhen the original Dark Souls took the gaming world by storm, developers took note, leading to the birth of a new video game genre: the Souls-like. For such a relatively young genre, there is a wide variety of titles and especially variants to pick from, even if the combat core remains similar throughout. One of those variants can even be considered a sub-genre in its own right: the 2D Souls-like, which, as the name implies, takes the familiar combat philosophies but puts them on a 2D plane instead of a 3D environment. Within that sub-genre, there is still plenty of choice, and a game really needs to either be solid or have a unique hook to stand out. Enter Crimson Capes, an indie-developed 2D Souls-like where the gimmick isn’t about the gameplay but the visual presentation instead. But is visual appeal enough to make the game worthy of your time and attention? Story Set in a dark medieval fantasy kingdom, Crimson Capes’ story starts with four evil wizards trying to overthrow the king. While they ultimately fail to do so, their attempt prompts the king’s most trusted knight, Milon the Tempest, to form the titular Crimson Capes, an elite guild of knights. With the aid of the king’s sister, the witch Aelia, the Crimson Capes set out to hunt down the would-be usurpers, dealing with the corruption they are spreading through the kingdom along the way. The unfolding narrative is delivered through limited cutscenes, scattered dialogue, environmental storytelling, and bits of lore, including systems like “blood memory”. While the game does try to touch on political tension and ethical ambiguity, it never fully commits to these themes. Characters feel underdeveloped, and the story itself ends up being underwhelming as a result. Graphics Screenshots don’t do Crimson Capes justice: this is a game that you need to see in motion. The game makes extensive use of rotoscoping, a technique where artists trace over real filmed movements frame by frame, giving characters a uniquely realistic, almost lifelike motion. This results in remarkably fluidly animated pixel art characters. Likewise, specific effects like water ripples and weather stand out as impressive, adding to the game’s richly detailed world. And what a world that is, with its wide variety of environments: forests, ruins, towers, caves, and even cursed landscapes make an appearance. As a whole, Crimson Capes makes use of a much brighter colour palette than most other Souls-likes too, which makes the game stand out. There are some minor niggles here and there, like gear loadout not changing characters’ appearance, but even then, this is a fantastic-looking game. The fluidity of the combat animations doesn’t just feel natural, but it also highlights just how smooth the game’s overall performance is too. Soundscape The impact of those combat animations is reïnforced by a set of crisp sound effects. Sword clashes and the impact of magical spells feel weightier because the audio supports the on-screen action nigh on perfectly. Audio cues aren’t just atmospheric either, as they play an important role when it comes to timing parries too. The soundtrack supports the dark medieval atmosphere effectively, reinforcing the game’s tone rather than dominating it. While Crimson Capes could’ve benefited from voice acting, the dialogue is minimal enough that the lack of voices doesn’t detract from the game’s overall soundscape. Gameplay Rather than reïnvent the 2D Souls-like genre, Crimson Capes heavily leans into the kind of gameplay that made titles like Hollow Knight and Ender Lilies so beloved. The game knows where its strengths lie and plays to them. The result is a 2D side-scrolling action RPG that blends Souls-like combat with light Metroidvania exploration. Strange as it may sound, combat is simultaneously Crimson Capes’ strongest feature and its biggest frustration. The latter isn’t just because Crimson Capes can be brutally difficult at times, as that is to be expected from a Souls-like game. Before we can get to the frustrating bits, we first have to look at what makes Crimson Capes’ combat tick. All the familial Souls-like elements make an appearance here: you’ll be alternating between light and heavy attacks, blocking and dodging (with invincibility frames), all while managing your own stamina. A combat flow rhythm system rewards well-timed chained attacks, and the game’s parry system sees you lower the enemy’s stances before opening them to critical damage. Nothing about this is unique or original, but the execution of the core combat mechanics comes across as polished and streamlined. Where Crimson Capes’ combat starts to falter, however, is when combat goes beyond those basic one-on-one duels or boss fights. Fighting multiple enemies is needlessly chaotic and frustrating, especially since it often requires tight timing, while character movement can feel heavy or awkward. Some of the game’s more advanced systems are underexplained and overly complex. More often than not, we also found that basic attacks were sufficient, rendering those deeper mechanics unnecessary. Another combat gripe is that boss patterns aren’t always telegraphed properly, meaning that those first few attempts feel more unfair than they should. When combat “clicks”, it really does, but Crimson Capes is a game that alternates between highs and lows. The moment-to-moment gameplay baseline is very uneven. With four playable characters, and a massive open world to explore, Crimson Capes is a surprisingly sizable and replayable game. Roughly 80% of the world can be accessed early, though certain areas require specific items or progression triggers. There is quite a lot of backtracking required if you want to see everything the world has to offer, including hidden areas and optional bosses. Fortunately, there is a fast travel option present, mitigating the need to travel the entire map to complete side quests. Still, Crimson Capes’ campaign isn’t for the faint of heart. Not just because of the high difficulty level, which was to be expected, but also because it’ll take you upwards of 20 hours to complete if you want to see everything, and that’s without getting into the online co-op or PVP modes. You’re getting a lot of bang for your €14.99, albeit with the caveat that the bulk of that bang isn’t intended for a casual audience as much as it is for die-hard Souls-like aficionados. Conclusion Speaking purely from a gameplay perspective, Crimson Capes isn’t the most remarkable Souls-like out there. The core combat mechanics are solid and streamlined, but don’t bring anything new to the table, and the more advanced mechanics aren’t utilized to their fullest potential. What elevates the game above others in the genre is the presentation, with the fluid rotoscoped animations and gorgeous environments really standing out. This aspect alone probably isn’t enough to recommend Crimson Capes to anyone but the most ardent genre fans, but boy, does the game look pretty anyway.
Mar 7
Peregrino: Isometric Gothic Survival Launching March 6
Peregrino: Isometric Gothic Survival Launching March 6Peregrino is a dark isometric survival adventure where you explore a cursed forest by day and manage your caravan by night. Gather resources, hunt deadly creatures, upgrade your caravan, care for your companions, and lead them through the vast wilderness in search of New Eden. Every decision carries weight in this unforgiving gothic world. Master […] The post Peregrino: Isometric Gothic Survival Launching March 6 appeared first on Capsule Computers .
Mar 5
Blighted Coming to PC, Switch 2 This Fall
Blighted Coming to PC, Switch 2 This Fall Developer Drinkbox Studios announced that its 3D Metroidvania action RPG Blighted will release in fall 2026. Previously confirmed for PC, the game will also be released on Nintendo Switch 2. The latest title from the Nobody Saves the World and Guacamelee! developer, Blighted sees players battle through a “psychedelic western nightmare” as they try to reclaim the memories of their people. In their village’s past, the dead were buried with seeds planted in their brains that grew into trees bearing fruit imbued with memories, passing their knowledge down through generations. However, a person named Sorcisto ate the brains raw, gaining vast power and knowledge before consuming the village, destroying its forest, and infecting the world with a deadly Blight. As the sole survivor of the village, players aim to reclaim their ancestors’ memories before being overtaken by the Blight. The Blight offers both power and danger, acting as a dynamic difficulty system that alters the player, enemies, and the world. The game’s combat system sees players needing to time their attacks, chain together combos, and perform powerful finishers. It will also include drop-in/drop-out co-op multiplayer.   The post Blighted Coming to PC, Switch 2 This Fall appeared first on RPGamer .
Mar 3
Sunken Sky Releasing in April
Sunken Sky Releasing in April Developer Codenightly announced that Sunken Sky will release on April 9, 2026. The game, which combines Metroidvania and RPG elements, will be available for PC and Linux via Steam , priced at $15.99. Sunken Sky sees players controlling three heroines as they explore an interconnected map with various biomes including mountains, forests, and more. Players can switch between the heroines, who have their own abilities. The game also includes mini-games such as cooking challenges and aerial flight segments.   [foogallery id="186152"]   The post Sunken Sky Releasing in April appeared first on RPGamer .
Mar 3
Atomic Owl – Review
Atomic Owl – ReviewWe’ve been racking our brains trying to come up with an owl-pun-filled intro to pitch Atomic Owl to you, but if the game’s awesome key art isn’t enough to pique your interest, then no amount of “superb owl” or “owl-right” is going to convince you anyway. So let’s get straight down to business: now that we dug up Monster Theater’s indie platformer from our backlog, is it any good, or did we end up not giving a hoot? (We still got one pun in, at least.) Story Central to Atomic Owl’s narrative is a long-running conflict between different species of birds, with owls and crows being at the helm of each side. Players take on the role of Hidalgo Bladewing, the prince of the owls. Our story begins with Hidalgo being ambushed by Omega Wing, a crow sorcerer. The nefarious corvid uses a magical dark energy, Meza, to imprison the prince and corrupt his allies. Two years later, Hidalgo is freed by his now-sentient sword, Mezameta. In the time that has passed, the world has been transformed, and it is now up to Hidalgo to undo the actions of Omega Wing. The prince sets out on a revenge-driven quest to defeat the sorcerer and rescue his brainwashed friends. Graphics The least we can say about Atomic Owl’s visuals is that they look very stylish. The game uses colorful, neon-infused pixel art that brings to mind the ‘90s. Environments are the star of the show here, ranging from cyberpunk-style cityscapes filled with glowing signs and ramen shops to forests, data-stream-like areas, retro-futuristic training rooms, and traditional Japanese-inspired settings. The anthropomorphized characters don’t necessarily scream “bird” at first glance, but they fit in well with the overall synthwave aesthetic. That said, readability can be a concern, as it is sometimes difficult to differentiate between enemies and friendly NPCs. In fact, readability as a whole is an issue for the precision platforming that Atomic Owl requires. As beautiful as the backgrounds are, they can become visually overloaded, making it difficult to spot platforms or even enemies. The game’s optional CRT and cinematic filters, unfortunately, don’t resolve these issues. Sound Music is perhaps Atomic Owl’s strongest suit. The synthwave, chiptune, lo-fi, electronic, and retro-inspired tracks infuse the game with a strong ’90s neon arcade vibe. The music shifts in tone depending on the area, with boss music in particular adding intensity to encounters. Even then, the music doesn’t overpower the game’s ambience. Given that those same boss encounters occasionally rely on audio cues, that’s a good thing altogether. In fact, combat sound effects provide satisfying feedback. The only thing that keeps Atomic Owl’s soundscape from being perfect is the game’s voice acting. Not only is the game only partially voice-acted, with some transitions between voiced and unvoiced dialogue coming across as very jarring, but the performances themselves simply aren’t very good. The dialogue often comes across as hammy or amateurish, and breaks the overall feeling of immersion that the visuals and music are building up so well. Gameplay As strange as it may sound, Atomic Owl is a platformer suffering from an identity crisis. It seems like the developers didn’t quite know what kind of game they were going for, as Atomic Owl combines traditional side-scrolling platforming with roguelike elements as well as Metroidvania influences. This translates into a game with a run-based structure, where death sends you back to the game’s hub area, where you can buy permanent upgrades with collected currency, while temporary power-ups, like elemental effects or triple jumps, only last for a single run. These progression mechanics feel decidedly roguelike, but levels and enemy placements remain the same throughout, resulting in a game that plays like a linear platformer without checkpoints, rather than a fully randomized roguelike. Because Atomic Owl commits to neither design principle, the game ends up feeling like a very watered-down version of The Rogue Prince of Persia. That’s a comparison that we do not make lightly, as The Rogue Prince of Persia is one of the best modern-day roguelike platformers out there. To be fair, Atomic Owl does at least try to make its platforming mechanics interesting. Hidalgo can jump, double jump, dash, including upward dashes, wall jump, glide in some cases, and chain movement abilities together to clear gaps, moving platforms, collapsing ledges, and enemy-filled rooms. The platforming requires precision, especially in later sections and chase sequences. At its best, Atomic Owl’s platforming really does feel tight and enjoyable, but there are many frustrating sections, where jumps feel needlessly fiddly or overly punishing. Much of that frustration can be directed to the game’s camera distance, although blind leaps of faith are required occasionally too. The thing is, because Atomic Own does not randomize its level layouts, you can’t chalk a bad run up to getting unlucky. Instead, a trial-and-error approach is needed, and this is by design. However, because the game pretends to be a roguelike, it suffers from a lack of checkpoints, resulting in having to replay entire sections over and over because you hit a wall. That same feeling of frustration applies to the game’s combat as well, albeit in a different way. Atomic Owl’s core combat experience is good: its mechanics are accessible, and there is a wide range of swappable weapons to choose from. However, combat difficulty is very uneven. Some encounters, even bosses, are ridiculously easy to overcome, whereas other rooms are suddenly and unexpectedly filled with enemy swarms or bullet-hell-like projectile patterns. Combined with our aforementioned platforming frustrations, this makes Atomic Owl come across as a game that doesn’t know whether it wants to be an accessible game or a punishingly difficult one, closing the loop on that identity crisis. If you do wish to subject yourself to Hidalgo’s adventure, then it shouldn’t take you too long. We cleared the game over the course of two evenings, in about six hours total. Because the game doesn’t commit to being a roguelike, it’s not exactly bursting with replay value either, but for €12.99, you could do worse. Conclusion Prioritizing style over substance is perhaps Atomic Owl’s biggest issue. The neon-lit ‘90s visuals, backed by a fantastic synthwave soundtrack, don’t just draw attention; they draw you into Hidalgo’s world itself. Unfortunately, Atomic Owl then undermines itself by not being able to choose just what kind of platformer it wants to be. Had the game fully committed to being either a roguelike OR a traditional platformer, we’d probably have enjoyed our time with it more.
Feb 26
Thysiastery Releasing in March
Thysiastery Releasing in March Developer DIRGA announced that its turn-based dungeon-crawling RPG Thysiastery will release on March 9, 2026. The game, which features roguelike elements and a retro-inspired art style, will be available for PC via Steam . Thysiastery sees players control a group of bearers of the "Brand", who have been drawn into a vast labyrinth. Players can ally with characters they meet while trying to find their way out through buried forests, underwater cities, and more. The game features permadeath, procedurally-generated areas, and randomly-generated characters, with players able to apply various difficulty modifiers.   [foogallery id="185792"]   The post Thysiastery Releasing in March appeared first on RPGamer .
Feb 26
Under the Island Review
Under the Island Review There'll Be No Accusations, Just Friendly Crustaceans Top Hat Studios and Slime King Game's  Under the Island never tries too hard to move away from the template that has proven successful for top-down 2D adventure games throughout the decades. With solid puzzles and a charming setting, it ensures adventure fans and newcomers are decently catered to. While there are some annoyances, particularly with certain moments of progression, and a lack of any narrative chops, the game is nonetheless an enjoyable up-to-ten-hour experience, even if it might not stick particularly long in the memory. Set in a 1990s world, Under the Island stars Nia, who moves to live on Seashell Island for the coming months while her parents conduct research there. While poking around the island, she and local girl Avocado learn that the island is doomed to sink under the waves very soon. In order to stave this fate off, they are tasked with collecting four gears currently scattered around the island. The adventure takes Nia all the way across Seashell Island, often returning back to Koala Village in the process, which acts as its primary hub. [caption id="attachment_183794" align="aligncenter" width="640"] Initially disappointed to be stuck on the island, Nia soon finds plenty of adventure.[/caption] There's not really much to the game's story. Nia is a likable protagonist, although the game could've done a lot more with her initial displeasure at coming to the island, but otherwise there's little else to the cast and the game's quickly-delivered premise is largely left alone to carry the day while the location of the next gear is made readily apparent. Outside of a few key moments, Under the Light is largely very lighthearted and, even if the characters are forgettable, the writing is at least enjoyable with a good amount of entertaining comments and moments throughout the game. Nia uses a hockey stick as her primary weapon, swinging it with a three-hit combo to take down enemies. She also gains access to a number of tools -- including bombs, a fire-spitting plant, and a bag of animal treats -- that can be used for both puzzle-solving and combat. The controls are straightforward and work well with a simple and responsive UI that lets players access what they need to, such as changing Nia's equipped tools, with minimal fuss. Bosses are good, but the general encounters are largely mediocre; enemies are different enough, but a lack of any defensive options other than trying to move out of the way makes some more annoying than others. They at least don't come in abundant enough numbers to cause any prolonged issues. [caption id="attachment_183792" align="aligncenter" width="640"] The game features a good array of puzzles, even if finding the way forward can be a bit annoying.[/caption] Players get to explore a good mixture of environs including a forest, a beach, caves, and a cereal factory. Both puzzles and boss fights make welcome use of Nia's toolset, with dungeons and other places requiring a good mixture. Some of the paths to progress can be annoyingly hidden away or unclear in the context of the environment, with boss fights often needing players to figure out the correct method to damage their foe. However, there's also plenty of good satisfaction to be found in finding many of the treasures scattered around. Players can fast-travel between certain points in the map, provided they have unlocked them by finding and completing the requisite puzzle, though its placements are not ideal, particularly when players are having to traipse around searching for a path to progress that they might have missed. Nia starts out with three hearts of health, though this increases throughout the game. In addition to hearts awards at certain milestones, she can also trade heart pieces for additional health. Meanwhile, her hockey stick and other tools can be upgraded by finding relevant ingredients from enemies and the environment throughout the island. The game is good at giving people small rewards for exploring and finding hidden puzzles or nooks, as well as giving players impetus to constantly hit bushes and the like to pick up extra money, health, and items. A small number of side quests and mini-games further help to freshen the gameplay every now and then. [caption id="attachment_183797" align="aligncenter" width="640"] Boss fights are good, though players will need to figure out each one's particular gimmicks.[/caption] The game's visuals are nice and vibrant, helping lend plenty of charm to the setting and overall feel of the game. The actual locations are pretty thematically and architecturally generic, but make up for it with solid layout designs that make them enjoyable to explore and figure out the paths forward. There are definitely some places where the game's tile usage could be a bit clearer, with the Switch version played for review not helping with an odd bug that causes water tiles to not display properly and make it unclear which are accessible. The music is also solid throughout, with plenty of enjoyable tracks helping add to the overall charm. Under the Island does the job it sets out to do: provide players with an enjoyable adventure with plenty of puzzle-solving along the way. The puzzle-solving elements -- including the boss fights -- are easily where the game is its strongest, but it never really steps out from the traditional top-down adventure template, and the lack of any substantial narrative and mediocre overall combat prevent it from distinguishing itself from the crowd. While it certainly has enough to satisfy players who pick it up, it doesn't quite take the next step to fully stand out.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Under the Island Review appeared first on RPGamer .
Feb 25
Tombwater Releasing End of March
Tombwater Releasing End of March Publisher Midwest Games and developer Moth Atlas announced a new release date for eldritch Wild West action RPG  Tombwater . The game will release for PC via Steam on March 31, 2026. A newly updated demo for the game is currently available as part of Steam Next Fest that includes new accessibility options as well as combat balancing and updates. Tombwater is set in the eponymous town, previously a thriving community that is now a cursed shell as its populace is haunted by the madness and creatures emerging from its abandoned silver mines. Players control a lone gunslinger drawn to investigating the disappearance of Sheriff Elliott Flintwood. The game features top-down gameplay with pixel art graphics. Players can use a variety of firearms, blades, spells, apothecary items, and charms to take on various enemies and over twenty bosses around its canyons, scrublands, forests, mines, and more.   The post Tombwater Releasing End of March appeared first on RPGamer .
Feb 24
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years?
The Evolution of Pokémon Battle Systems: What Changed Over 30 Years? As the old Pokémon tradition goes: if two trainers' eyes meet, it's time to battle. In my time as a Pokémon trainer from the glorious days of Pokémon Red , I've seen many things change in the mainline titles from art style, to gameplay, to narrative direction. Today, Pokémon is deeply entrenched in the gaming universe, approaching its tenth generation, and it is only natural that Game Freak continues to adapt the series for a modern audience. Battle modes and combat mechanics have come and gone over the years, with some making their mark in Pokémon history, while others have not been as memorable. We've also seen the Pokémon Legends titles pioneer a shift away from the traditional turn-based, linear RPG that the series has been known for. The journey has not been a stroll through the Viridian Forest, but ultimately it has led to the progressively active combat, more open-world RPG that Pokémon is today. Where It All Started In the early days of Pokémon Red/Blue/Green/Yellow , the games started out with a strictly turn-based combat system. The options from the battle menu were: Fight, Pokémon, Item, and Run, and the fastest Pokémon attacked first.  The main challenges were managing the Pokémon's health, hit points (HP), and the number of times a move could be used, power points (PP). Switching out Pokémon for better type advantages and the like were viable strategies, but it was generally straightforward once you learned the match-ups.  Players were only able to fight in single battles, and trainers couldn't be battled again once defeated, with the exception of the Elite Four. Pokémon also couldn't hold items in this generation. Since turn-based combat allowed players all the time in the world to decide on their next move, I found that early Pokémon games felt more relaxed compared to more complex RPGs with faster-paced combat. [caption id="attachment_185155" align="aligncenter" width="320"] The good old days.[/caption] Double Battles and Other Battle Modes By the third generation, new combat mechanics were in place for more engaging Pokémon battles. Held items (introduced in Generation II) and Pokémon abilities added extra layers of complexity for players to consider during combat. Trainers could also be rematched. Building on the previous generation, the Physical/Special split in Generation IV's Pokémon Diamond/Pearl was a radical change that separated out a Pokémon's move property from its move type. For instance, before Generation IV, all grass moves were considered special moves. With the change, moves such as Vine Whip, became a physical grass type move, and greatly increased the viability of many Pokémon in battle.  Perhaps the biggest feature was the addition of the Double Battle system in Pokémon Ruby/Sapphire/Emerald . Although still turn-based, allowing players to battle with two Pokémon at once meant move scope mattered for the first time, as players now had to anticipate the incoming moves of both enemy Pokémon, and even their own allies. For example, in a Double Battle, players have to be wary of Earthquake's ability to hit allies, meaning it may be advantageous to pair ground type with a flying type, or with a Pokémon with the Levitate ability. Additionally, synergies became another big part of the combat, where the two Pokémon from the same trainer could interact with each other, allowing one to buff the other and so on. Double Battles opened up so many new possibilities and were a very successful system that it is still the default battle format for Pokémon VGC (Video Game Championships) to this day. It has also returned in other Pokémon titles after Pokémon Ruby/Sapphire/Emerald , with Pokémon Colosseum and XD: Gale of Darkness featuring primarily Double Battles. Continuing to innovate, Pokémon Black/White brought Triple Battles and Rotation Battles to the table. The formats were quite tedious, and I wasn't the biggest fan of either one. However, they were well received by many , particularly Triple Battles, with the main complaint being their scarcity in-game, leading many to believe that these concepts weren't fully explored, and therefore contributed to lower popularity than Double Battles. Similarly, other styles of battles were explored in Pokémon X/Y . As the name suggests, Sky Battles were limited to only flying Pokémon or Pokémon that had the Levitate ability. Inverse Battles, where the types and weaknesses of Pokémon were reversed, also made for a unique style of battling. Unfortunately, while these mechanics attracted some attention, they suffered the same fate as Triple Battles and Rotation Battles. They have not been carried forward to newer games as of yet. Pokémon Sword/Shield introduced one of my favourite battle modes: Max Raid Battles. These were multiplayer battles where players sent out Pokémon each to fight in a team against a 'boss' Pokémon, in an effort to defeat and catch them. Up until now, players haven't been able to team up in a raid together, only battling together at other battle facilities like the Battle Frontier or Battle Tower. The battles are more lively but still turn-based, with players having up to ten turns to complete the battle. Pokémon in this generation can also become "Dynamax" Pokémon, a bigger version of themselves with powerful moves for a limited time. [caption id="attachment_185137" align="aligncenter" width="640"] A Max Raid battle against a Lycanroc.[/caption] The Rise of New Combat Mechanics: Mega Evolutions, Z-Moves, and the Style System Another big feature of the Pokémon X/Y games were Mega Evolutions, where a Pokémon temporarily evolves to a different form if it's holding a special stone. The new form can change the Pokémon's appearance, stats, and typing. Each Pokémon that has the potential to Mega Evolve must hold a unique Mega Stone to achieve this form of evolution. This new combat mechanic changed battle tactics once again, as trainers were encouraged to see familiar Pokémon in a new light. Z-Moves were a big mechanic in Pokémon Sun/Moon . Once per battle, players could use an upgraded version of a move, not dissimilar to using an ultimate ability in other RPG games. Z-Moves didn't take off as much as Mega Evolutions did, though, and I suspect it's because it was underpowered. Having one powerful move didn't feel like it could turn the tide of the battle the way a well-timed Mega Evolution could. Despite changing some battle modes and adding new combat mechanics, Pokémon battles were starting to feel lackluster. Pokémon Legends: Arceus's experimental combat system is a daring overhaul that paid off. Still leaning towards turn-based combat, the Style System was implemented and was so different that many players initially thought the game was a spin-off. Players could stack moves for the first time by strategically using Agile or Strong style mechanics, creating a more dynamic flow of battle. To accommodate the change in combat, familiar mechanics such as abilities and natures were removed. Additionally, the world was open, trainers could black out from taking damage in the overworld, stealth was rewarded, and side quests were introduced as part of the gameplay loop in Pokémon Legends: Arceus , removing some of that linearity that previous Pokémon games had. No one really knew what to expect when Pokémon Legends: Arceus came out, myself included, but the outcome from its 2022 release has been largely positive . This game was a step in a different direction that many long-time fans wanted to see. It felt like a branching evolution chain in the franchise, not without its flaws, but a welcome and bolder change from the largely stale combat and generational tweaks to the same formula that had existed since Generation III. [caption id="attachment_185138" align="aligncenter" width="640"] Pokémon Legends: Arceus displays turn order and options for Agile or Strong styles by toggling between L & R.[/caption] The Leap of Faith into Active Combat After a revamped combat system in Pokémon Legends: Arceus , we saw Pokémon Scarlet/Violet return to a similar, turn-based combat system, much to the disappointment of fans like myself. Pokémon Scarlet/Violet mostly felt disjointed and almost a step backwards after the fresh combat system of Pokémon Legends: Arceus . It did, however, feature a new mechanic called Tera Raids. Tera Raids were real-time, co-op boss battles, iterating on the Max Raid Battles in Pokémon Sword/Shield . Players fight the "Terastallized" Pokémon together with a shared HP bar, but are free to input their moves in real time without waiting for other players' turns. Pokémon that are knocked out can respawn back into the fight in a matter of seconds. The overall sentiment for the Pokémon Scarlet/Violet games was mixed, and I put the least hours into Pokémon Violet than any other game in the series. This finally brings us to the latest game, Pokémon Legends: Z-A , released in 2025. It is the biggest departure from every other mainline title, as it is the first game to have all battles in real-time combat. Trainers and Pokémon are expected to block or dodge incoming attacks, and like Pokémon Legends: Arceus , trainers can black out from sustaining too much damage, but this time during combat. Moves are back on a cooldown system, while Mega Evolutions have returned as a core mechanic, allowing Pokémon to hold items again, though abilities have fallen by the wayside and been removed. In the battle zones, avoiding eye contact with trainers is encouraged. Side quests also comprise a huge part of Pokémon Legends: Z-A , a conscious effort to make the world (or city) feel open. Suffice to say, the combat in Pokémon Legends: Z-A beats to the sound of a different, much faster drum, and I am relieved to see it pair pretty seamlessly with Mega Evolution battles. [caption id="attachment_185139" align="aligncenter" width="640"] Pokémon Legends: Z-A battles are in real time, with moves, party and other information easily accessible in the heat of the fight.[/caption] What Will the Next Adventure Be? It has been a wild journey throughout the decades, and I'm excited to see what happens next, in particular, whether the series will continue down the active RPG route. While I have largely enjoyed the refreshing combat system and how it interacts with game mechanics like Mega Evolution, I have found it to be over-stimulating at the best of times. I can't help but miss the slower-paced battles that I've come to grow and love over the decades. It remains to be seen which direction Pokémon will go in, but it is my hope that the combat experience continues to evolve to be the best that it can be. The post The Evolution of Pokémon Battle Systems: What Changed Over 30 Years? appeared first on RPGamer .
Feb 24
Firebreak (2026) Ending Explained: What Happened to Lide?
Firebreak (2026) Ending Explained: What Happened to Lide? One of the several films coming to Netflix in February 2026, Firebreak is a Spanish thriller about a family’s tale of survival amid a forest fire. Directed by David Victori, the film centers on Mara and her 8-year-old daughter Lide. Mara and Lide, along with her brother-in-law Luis, his wife Elena, and their son Dani, […] This post belongs to FandomWire and first appeared on FandomWire
Feb 21
Planet of Lana 2: Children of the Leaf Showcases A Lush New Region in New Gameplay Trailer
Planet of Lana 2: Children of the Leaf Showcases A Lush New Region in New Gameplay TrailerThe robots have taken over Wemari Forest and Village, but Lana and Mui have some new tricks up their sleeves to help them survive.
Feb 20
Hatch Dragons is coming to mobile on March 4, 2026 with its magical dragon-breeding sim experience
Hatch Dragons is coming to mobile on March 4, 2026 with its magical dragon-breeding sim experienceRunaway Play, known for Pondlife, Honey Groove, and more, has announced that their upcoming cozy dragon-themed simulation title, Hatch Dragons, is set to launch on both Android and iOS on March 4, 2026. The game previously opened pre-registrations on December 2025. Raise adorable dragons, learn their origins, and revive the forest If you’re unaware, Hatch Dragons is a cozy breeding … The post Hatch Dragons is coming to mobile on March 4, 2026 with its magical dragon-breeding sim experience appeared first on GamingonPhone .
Feb 19
The ForestAs the lone survivor of a passenger jet crash, you find yourself in a mysterious forest battling to stay alive against a society of cannibalistic mutants. Build, explore, survive in this terrifying first person survival horror simulator.